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D&D 5E Grindy D&D Next Combat

Eh, it's a little off topic, but I'm kinda interested so let's break this down.

Mathematically speaking:

Standard Monster HP = (Lvl + 1) * 8 + Con, and Con = 13 + Lvl / 2 = 21 + 8.5 * Lvl
So Standard Encounter HP for a group of 5 = 105 + 42 * Lvl

Let's look at some PC damages for, say, 8th level, since that's what I played last night.

8th: Standard Encounter HP = 441

Baseline PC damage is about 2W + Stat (5 or 6) + Enh (2), but most PCs will also have additional options - for example, 2 item, 1 or 2 feat, 1 shard, 2 superior implement, 1-2 dual implement spellcaster, etc. So, let's call this line 2d10 + 10 damage for now, Avg 21. Before folks object that their at-will doesn't do this damage, note that you aren't needing to use your at-wills much under the 2-4 round premise.

Baseline PC accuracy is then 4 + Stat (5 or 6) + Enh (2) + Feat (1) + Prof (3), though again it's possible to add to that with superior implement (1), being a fighter, rogue, seeker, thief (1), etc being pretty common. So, +15 vs. AC, +13 vs. NAD for casters, looking for target AC 22, NAD 20. Hit on a 7 is 70% chance to hit, though CA would make that 80%. 75% is probably fair enough for this approximation.

So, without factoring in the benefits of strikers, leader bonuses, or any of that jazz, we've turned our entire encounter worth of monster hp into (441 hp / (21 * .75)) = 28 attacks.

So, with 5 PCs the encounter is wrapped up in 5.6 rounds, if they only make one attack each. That's pretty far off from 10 rounds, and that's without using any special expenditures at all.

But why would they do that? 1 is a controller, so is hitting 2 targets per round? Two are strikers, so are actually hitting for 50% more damage? The leader is giving out bonuses, and also granting attacks to one of those strikers? They've got action points, which should give them 3 more attacks per encounter? Even that defender gets in on it with an immediate (dimensional vortex, guardian's counter, etc) or multiattack (sweeping blow, astral thunder, etc). That gets you comfortably down to 3 rounds.

Of course, that's ignoring actual optimization which I encounter in almost every group when I DM at conventions. A charging thief at level 8 deals:
1d8 (rapier) + 2d8 (sneak attack) + 1d6 (backstab) + 1d8 (vanguard weapon) + 1d8 (surprising charge) + 1d6 (horned helm) + 6 (Dex) + 2 (Finesse) + 2 (Enh) + 2 (Item) with a 95% accuracy = 5d8 + 2d6 + 12, Avg 41.5 dmg, Crit 73
He needs only 6 attacks to clear an encounter. Somehow the party bard or warlord likes giving him charges too, oddly enough.

Unfortunately, it's also possible for a group to have a pacifist cleric, an enchanter wizard, a fighter with a dagger, and contrive to deal no damage, but that's a choice the group can make and avoid. That route can lead to 10 round combats, it's true. I've also played once in a game where the DM threw a massively overleveled solo soldier in, who then hid in a cloud of darkness, intentionally forcing chance to hit into fairly atrocious levels. That's not really a fun or suggested way to play the game, but I'm sure sessions like that are what make people think that 10 rounds is somehow normal. I shudder at the thought it's somehow average, though.

So, yeah, whatever Next can do to avoid that, it'd be good.
 

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If you were semi-optimized, then you were probably facing encounters far above recommended norms. For example, two encounters worth of monsters at the same time (but not much AoE) would get you to a point where it took that long to take them out pretty easily. That's actually a good thing to happen occasionally, but if it's every combat that's a bit odd. And if it were due to lots of monsters, presumably you'd optimize for more AE negating much of the benefit.

If the DM were using updated monster damage values, it's much harder to survive for 8 rounds. He might instead just be throwing _much_ higher level monsters at the group, which is one boring hammer in the toolbox, true enough.

I'm used to up to L+3 working on the 2-4 equation, but I've no doubt that a L+8 could get grindy. Granted, such an encounter in every edition of D&D might be quite grindy. For example, having rolled out a 40 orc encounter, it gets quite mind numbing after the first dozen or so.
 

If you were semi-optimized, then you were probably facing encounters far above recommended norms. For example, two encounters worth of monsters at the same time (but not much AoE) would get you to a point where it took that long to take them out pretty easily. That's actually a good thing to happen occasionally, but if it's every combat that's a bit odd. And if it were due to lots of monsters, presumably you'd optimize for more AE negating much of the benefit.

If the DM were using updated monster damage values, it's much harder to survive for 8 rounds. He might instead just be throwing _much_ higher level monsters at the group, which is one boring hammer in the toolbox, true enough.

I'm used to up to L+3 working on the 2-4 equation, but I've no doubt that a L+8 could get grindy. Granted, such an encounter in every edition of D&D might be quite grindy. For example, having rolled out a 40 orc encounter, it gets quite mind numbing after the first dozen or so.

We used the original rules and mostly ran published adventures, we jumped back into 4e a year ago for a six month game and even then the combats lasted around 6 rounds and than was a published adventure from Dragon.

Warder
 

Encounter length is highly dependent on party and encounter construction. When I started 4e, we had a party with two defenders and two (non-warlord) leaders. Ostensibly tough encounters with lots of soldiers and elites (pre-errata) could easily take 6-12 rounds. A defensive party against resilient enemies takes a long time to resolve.

Striker-heavy parties where even non-striker PCs have put effort into optimizing damage output results in a very different outcome. My strong hypothesis is that folks who played 4e for a long time tended to end up with these parties just because the gameplay experience is faster and a lot more fun.

-KS
 


Okay, I admit that 10 rounds was longer than most (though not unheard-of), but 6-8 was normal for my group. That said, we very seldom had combats at less than level + 2, because anything less than that was utterly boring. It was obvious from the start what the outcome would be, and the only question was how many healing surges the party would have to spend--hardly worth 30+ minutes of our limited game time. That's what I mean by surprise rounds taking battles that were always going to be curb-stomps and making the stomp happen faster.

As DM, I soon learned not to waste everyone's time on small "attrition" fights and focus on what 4E does best, which is challenging set-piece battles. If attrition fights only take 1-2 rounds in 5E, I have no problem with that at all.
 

Excellent - so, the average was not 10 rounds, all combats which should have been 1-3 rounds were intentionally avoided or handwaved, and the DMG guidance for encounters was ignored in favor of more set piece fights (which are pretty awesome, of course, but intentionally longer).

Glad we got to the bottom of that.

Now, looking at D&D Next through the same lens (tossing aside the quick combats, looking only at set piece multi-phase boss fights), the fights can in fact take a long time. I'm not sure if that's a bug or feature.
 

Is there a new set of rules available more recent than the April playtest packet? Because using that set of rules, running Reclaiming Blingdenstone for first and second level characters, I've had the opposite issue, of fights never lasting more that 2 rounds and being over for all intents and purposes after one round. So I'm guessing if the OP is referring to more recent rules that are not generally available to the playtesting public, that WOTC might have overcompensated some for the previous flaws and gone too far the other direction.
 


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